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Generate a skill tree economy...

Zaneta Carmel

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Generate a skill tree economy diagram for an action RPG game named "AI Limit".

Please use the following specific Machinations components and logic:

Resource Generation: Create a Source node named "Gameplay" that produces resources (Skill Points). Connect it with a Resource Connection to a central Pool named "Player SP".

Skill Nodes (Pools): Create 9 Pools representing unlockable skills. Set the Capacity of all these skill pools to exactly 1. Group them visually into 3 distinct horizontal branches (Offensive, Defensive, Tactical).

The Branches (Width):

Offensive Branch: "Basic Melee" -> "Sync Rate" -> "Max Aggression"

Defensive Branch: "Basic Block" -> "Basic Parrying" -> "Projectile Reflection"

Tactical Branch: "Stealth" -> "Repositioning" -> "Backstabbing"

Resource Flow (Unlocking): Draw Resource Connections from the "Player SP" pool to every single one of the 9 skill pools. Set the resource cost to 1 for all of them.

Progression Logic (Depth via State Connections): Use State Connections (dashed lines) to enforce the skill hierarchy (Level 1 -> Level 2 -> Level 3).

For the Offensive Branch: Draw a State Connection from "Basic Melee" to the resource input of "Sync Rate" with the condition >0. Draw another from "Sync Rate" to the resource input of "Max Aggression" with the condition >0.

Apply this exact same Level 1 -> Level 2 -> Level 3 conditional logic to the Defensive and Tactical branches.

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Edited 15 days ago
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